/** * On awake we initialize our controls to tell it what to do with each * */ private void Awake() { controls = new PlayerControls(); // Initialize our controls object // Move is controlled with our left stick or keyboard being a 2d plane for direction so save that vector2 as move controls.Gameplay.Move.performed += ctx => move = ctx.ReadValue <Vector2>(); controls.Gameplay.Move.canceled += ctx => move = Vector2.zero; //Not moving anymore so set that vector2 to 0 controls.Gameplay.Jump.performed += ctx => Jump(); // In jump context call the jump function controls.Gameplay.Dash.performed += ctx => initiateDash(); //Similar for dashing //controls.Gameplay.Fire.performed += ctx => useWeapons(); controls.Gameplay.Tool.performed += ctx => initiateTool(1); //this is meant for your standard attack (the stick) controls.Gameplay.Tool2.performed += ctx => initiateTool(2); //this is meant for your secondary attack (the gun) controls.Gameplay.Tool3.performed += ctx => initiateTool(3); //this is meant for offensive items (grenades) controls.Gameplay.Tool4.performed += ctx => initiateTool(4); //this is meant for support items (estus stimpaks) controls.Gameplay.ChangeViewMode.performed += ctx => changeViewMode(); controls.Gameplay.CycleWeapon.performed += ctx => cycleWeapon(); controls.Gameplay.Pickup.performed += ctx => PickupMessage(); controls.Gameplay.Block.performed += ctx => startBlock(); controls.Gameplay.Block.canceled += ctx => endBlock(); controls.Gameplay.Sprint.performed += ctx => Sprint(); controls.Gameplay.Sprint.canceled += ctx => endSprint(); controls.Gameplay.Crouch.performed += ctx => crouch(); controls.Gameplay.Crouch.canceled += ctx => endCrouch(); reticle = GameObject.Find("/Main Camera/Canvas/Reticle"); retController = reticle.GetComponent <reticleController>(); }
private void Awake() { cameraMain = Camera.main.transform; reticle = GameObject.Find("/Main Camera/Canvas/Reticle"); Reticle = reticle.transform; retController = reticle.GetComponent <reticleController>(); crossHairpieces = reticle.GetComponentsInChildren <Image>(); controls = new PlayerControls(); cineCam = GetComponent <CinemachineFreeLook>(); // set to initalize look with mouse or right thumbstick controls.Gameplay.Look.performed += ctx => rotate = ctx.ReadValue <Vector2>(); controls.Gameplay.Look.canceled += ctx => rotate = Vector2.zero; controls.Gameplay.Aim.performed += ctx => zoomIn(); controls.Gameplay.Aim.canceled += ctx => zoomOut(); }